i got to ask but did you ever play FFT?
No that's FFTA kinda. FFT is more like xiv on day one. You had your main job skills then you chose another jobs action skills then a reaction skill, passive skill, and a movement skill and none of them had to be from the same job.
but back on topic it seems we all still dont want to think of DoL's and DoH's as classes if you droped the armoury system you would not be able to make repair to gear out on the field and as far as classes go it will make more sense when they add more jobs.
Last edited by akisato; 11-22-2011 at 03:34 PM.
I have no problem with them redoing the armoury system, actually it's getting where I originally wanted it to be.
Free abilities from the main job and cross class ability from others. While in XI we were limited to subjob abilities here we still have bunch to choose from.
I get impatient as many others but looking realistically at the whole situation I think I know where Yoshi is going with this.
If you think about it in order to retain interest of large portion of the current players he will need to increase the level cap before 2.0 so that people can enjoy the jobs properly. When the level cap will go up there will be more abilities needed. When new classes and jobs will be added there will be also more abilities.
However, we have thee lines for actions and abilities. I think that's enough and more abilities than that would be too confusing for people. Sure in XI black mage had dozens of spells but tons of them were never used. I rather have fewer spells and abilities that potency is scaled down with level than different names for them and capped potency.
Neptune, for the love of God and all that is holy, your signature is huge.
I think it's a little too early to tell how exactly the job system differentiate itself from the class system, but I won't deny the fact that based on the currently available information from the devs, the job system is merely an upgrade/specialization of the current class system. While this may seem lackluster, I think it's too soon to judge without being able to see the whole picture, and unfortunately only the devs have access to that, so unless they come out and give us more details about how exactly the class and job systems differ from each other, we can only wait and see how the game goes.
While I see and share the OP's concerns to some extent, given how much YoshiP have pushed the game towards the right direction in general, I think it is only fair for me to have a little faith in him and see how things unfold in the next few patches. After all, I did spend 50 bucks on what Tanaka showed me in CB. lol
i remember Yoshi stating back when they first announced jobs that the job system would be an actual system and not such a generic diluted version of what we currently have.I think it's a little too early to tell how exactly the job system differentiate itself from the class system, but I won't deny the fact that based on the currently available information from the devs, the job system is merely an upgrade/specialization of the current class system. While this may seem lackluster, I think it's too soon to judge without being able to see the whole picture, and unfortunately only the devs have access to that, so unless they come out and give us more details about how exactly the class and job systems differ from each other, we can only wait and see how the game goes.
While I see and share the OP's concerns to some extent, given how much YoshiP have pushed the game towards the right direction in general, I think it is only fair for me to have a little faith in him and see how things unfold in the next few patches. After all, I did spend 50 bucks on what Tanaka showed me in CB. lol
i personally dont see this as an actual system, just an upgrade of our basic classes which we gain by a few wall-o-text quests.
anyone call this a full on Job system? i dont.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
http://forum.square-enix.com/ffxiv/t...print?p=138995Armoury System
- Classes
Actions will undergo major revisions, along with both the underlying mechanics and conditions.
By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles.
We will also make a number of changes as part of our reexamination of how actions are equipped and the character requirements for doing so. First, actions learned by each class will be set to the action bar by default when playing as that class. Also, we will be making some actions settable on any class, while other "class-defining" actions obtained at higher ranks will be usable only by that class.
- Jobs
The job system - that series-defining trademark - will be implemented in FINAL FANTASY XIV (details such as specific jobs TBA). Quests to unlock each job will become available once you have reached a certain rank in the corresponding class.
Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying. While playing as a particular job will render you unable to equip certain actions of other classes, you will be compensated with access to exclusive actions, which can be acquired through quests.
In practice, players will find the existing classes effective when playing solo or in certain party setups. Jobs, however, will shine in party situations where specific skill sets are demanded. Now, you didn’t hear this from me, but there are also rumors circulating that quests for obtaining job-exclusive equipment are also in the pipes.
We at the development team are currently hard at work on the job system, and expect to have details to share with you soon.
I think this is what we get
I like everything about where the Armory System is headed. From the flexibility, yet unique flavor of each class to the variety of roles branching off into a variety of Jobs for team play will provide.
Any confusion or complexity pertaining to explaining the upcoming system is largely do to that; it is upcoming. Once it hits and we actually try it out - once we actually learn the tasty details - it will all make sense. Better or worse, I doubt people will have trouble understanding it.
Kio, you didn't hijack at all. The weapon limiting is just another way the Armoury system holds the game back as it currently stands. That's another reason classes should go out the window and the game would be better for it.
To Airget, I created this topic to give the dev team extra time before the patch to consider it. Time is important.
I should have been more clear.. but I agree with you. That aspect of the Armoury system IS still valid, but would it make sense if I said that's distinct from the original system? It's like a new system that maybe should have a new name. The Armoury system was about arms, and changing your class. As someone else suggested, jobs tied to weapons is holding the game back. So it shouldn't be about arms anymore, but it can still be about switching jobs on the fly through a menu instead. So I agree with you but I think leaving what's left of the Armoury system in is good, and deleting classes and arms restrictions will make the game better.I totally disagree with OP, the armoury system is still valid. It still does allow to change class anytime by simply changing weapon AND use cross-class abilities/traits (I do feel there are too many class exclusive abilities -- especially in 1.20, but that's another discussion). The armoury system is still valid and living.
Lol, I know. I was waiting for someone to say something and I'm surprised it's taken this long. XD I tried shortening it, lol. I think I'll let it flap in the wind a while longer before I shorten it. That Kilta Firelotus quote is too good though, lol.
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